For example, using the Mavs with only PnR man/ballhandler assigned to every player, the AI runs "2 side" and "Horns Side Roll" for most of the possessions even though there are various different plays available. PNP-3pt plays are never called at all.
There are combinations of plays assigned that break playcalling completely. After removing PnR option plays from the Mavs playbook (including the aforementioned "2 side"), the AI starts freelancing most of the time instead of calling one of the dozen other PnRs available. It seems like most plays are not even recognized by the CPU.
Basically, the game decides to run the "best" play by some apparently broken logic. You can prove this by using "run best play" in coaching mode.
So in my test with the Mavs the best play according to the game was "2 Side" on almost every possession.
After removing this play, the "best play" button is broken and the CPU does not call any play.
If you have more play types assigned to players you won't notice it as much since there's at least some variety, but the majority of plays gets never called at all.
Clearly, the touches tendency is not the main factor in determining plays called. I mean with PnR-man assigned to everyone you'd assume the game would call these plays for every player. Doesn't happen. So what's the actual point of editing the touches tendency when the whole system breaks if you strip the playcalling even down to only 2 play types?
So using Vann's playbooks results in 50 non broken plays the AI almost never uses at all.
Now I play 2k13 on PC only so maybe some console gamers could chime in, maybe it's different after the patch.
I can't test this myself on a console, basically setting a team's plays to PnR only should show that the AI calls maybe 3-4 different plays max and ignores all the other ones. At least that's what happens on PC.
Did you guys notice the same thing?
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